
local mt = ac.skill['蓄力爆射']
mt.temp = '震荡波'
mt.distance = 2000
mt.missile_art = [[91cd48b971932edfc649d155403740e0.mdx]]
mt.missile_speed = 1800
mt.missile_height = 90
mt.missile_size = 2

function mt:on_cast_shot()
    local hero = self.owner
    local target = self.target
    local point1 = hero:get_point()
    local point2 = target:get_point()
    local angle = point1/point2
    local damage = hero:get('攻击') * self.data1/100
    self.damage = damage
    hero:add_restriction '硬直'
    hero:add_effect([[9753276ca38a709ee315c35f23214d61.mdl]],'chest',1)
    ac.wait(0,function()
        hero:play_animation('attack')
    end)
    point1:effect{
        model = [[fdcd174428a0c65293cd271ce959629e.mdx]],
        angle = angle,
        time = 1.2,
        height = 90,
    }
    ac.wait(1000,function()
        if hero:is_alive() then
            self:shot_missile(angle,{})
        end
        hero:remove_restriction '硬直'
        hero:issue_order('attack',ac.enemy.base)
    end)
end
